Learning in the future…
If technology continues to advance at the current rate, in 2035, online and blended learning will be the way to learn, and in-person learning will be a way of the past in higher education. My prediction is based on incorporating AR/VR and the capabilities of virtual environments like the Metaverse. These technologies allow instructors and students to teach and learn from anywhere while providing learning opportunities that simulate in-person learning. Conceição and Howles confirm through Dabbagh's study (2007), "The shift in student demographics shows that nontraditional students are the new majority of postsecondary enrollment. The profile of these students is 25 years old or older, with full-time jobs and family obligations, likely attending school on a part-time basis and choosing online education as their primary mode of learning." (Conceição & Howles, 2023, p.2) If students can learn from anywhere, the limitations of distance, family obligations, and other personal responsibilities that can limit students' ability to attend classes in person will no longer limit where they go to college and their educational aspirations.
Situated learning and experiential learning theories suggest that learners retain knowledge better through hands-on experiences. By 2035, learning through AR/VR simulations, virtual labs, and gamification will be the best way to engage the learners of 2035. Students will expect their courses to expose them to the skills needed to succeed in a fast-moving technological world.
To strengthen students' critical thinking skills, virtual labs will provide students with the opportunity to practice solving problems in authentic situations. These immersive situations will support students' cognitive presence, promoting deeper learning and engagement and social presence by allowing students to collaborate, problem solve, and communicate, creating a sense of "being there" with one another in a real-world setting.
AR/VR can create a social presence in distance courses by using avatars to emote expressions. These virtual meeting spaces allow students and instructors to engage in real-time conversations, creating a sense of connection, community, and collaboration. AR/VR will also help students of the future who may be more reluctant to participate in real-time class discussions feel more at ease in social situations, building their confidence and communication skills.
The advancements in gamification will enhance student motivation, engagement, and collaboration. Conceição and Howles assert that game design can guide learning designers to put the learner's experience at the forefront, "Game design focuses heavily on the player experience, which is equally important as the content contained in the game. Like most well-designed learning activities, well-designed games present a compelling challenge that motivates players to invest in the experience fully." (Conceição & Howles, 2023, p.88) Scenario-based learning challenges will test students' problem-solving skills by encouraging them to evaluate and apply their knowledge in real-world contexts. Challenges or quests will open students to a world where they can explore various solutions to problems individually or collaboratively. Game-based assessments will utilize student performance data to personalize their learning and provide prompt feedback, increasing student motivation. Lastly, gamification will help foster a strong social presence through multiplayer challenges, role-playing games, and game-based identities, making students feel more comfortable expressing themselves.
AR/VR simulations, virtual labs, and gamification will make the lack of social presence in an online course a problem of the past. Access and implementation of these technologies in higher education will facilitate group cohesion and strengthen social bonds and engagement in an online learning environment.
After thinking about the endless possibilities of what the online learning environment will look like in 2035, one can't help but wonder how this will impact students who want to participate in-person and virtually in a blended learning environment. Hybrid learning will give way to a Hyflex model, allowing students to choose how they will participate in their courses. This model will give students the flexibility to meet their learning goals. Based on student choice, students will dictate whether they participate online asynchronously, synchronously through Zoom, or in-person, and this could vary from week to week based on the student's needs at that time. (California Learning Resource Network, 2024) Universal Design for Learning (UDL) principles encourage flexible content delivery that supports diverse learners. In 2035, the Hyflex model will replace hybrid learning, providing students with multiple means of engagement, representation, and action/expression.
The availability of access across numerous modalities will strengthen social and teacher presence in the blended learning environment. Offering a seamless transition between in-person, asynchronous, and synchronous environments. For this type of model to be successful, support will need to be provided to instructors, and there will be a strong need to ensure that instructors are trained in digital facilitation. For example, for instructors to successfully facilitate this learning environment, they must automate many administrative tasks by utilizing technologies like AI. Implementing AI to support instructors will make them more available to their students and increase teacher presence in the classroom. Garrison, Anderson, and Archer state the importance of instructor presence in online and blended learning, "There is growing recognition of the importance of teaching for a successful computer conference- especially when critical thinking and discourse is required." (Garrison et al. 2000, p.97) The future instructor will act as a guide rather than a content provider. This will be evident in a Hyflex learning environment and valuable in distance and in-person learning. Overall, building instructor’s confidence in the implementation of an AI assistant will enable instructors to focus on mentorship, coaching, and critical thinking development in any learning environment and it will create greater learning opportunities and gains for students in 2035.
In closing, by 2035, the landscape of higher education will be fundamentally transformed by AR/VR, gamification, and the availability and implementation of the HyFlex model. These innovations will not only remove traditional educational barriers but also create immersive, engaging, and flexible learning environments that cater to diverse student needs. The shift toward technology-driven instruction will enhance cognitive and social presence, ensuring that online and blended learning experiences will rival and even surpass traditional in-person education. As AI and automation support instructors in administrative tasks, their role will evolve into that of mentors and facilitators, guiding students through personalized, interactive learning experiences. Ultimately, the future of education will be defined by accessibility, adaptability, and the ability to foster deep, meaningful engagement, preparing students for tomorrow's rapidly advancing technological world.
References
California Learning Resource Network. (2024, December 27). What is hyflex learning? CLRN.org. https://www.clrn.org/what-is-hyflex-learning/
Conceição, S. C.O., & Howles, L. (2023). Designing the online learning experience: Evidence-based principles and strategies. Taylor & Francis Group.
Garrison, D. R., Anderson, T., & Archer, W. (2000). Critical inquiry in a text-based environment: Computer conferencing in higher education. The Internet and Higher Education, 2(2-3), 87-1
